Blog

Wrapping up 2018

It is time for another yearly wrap-up blog post! Information flow has been a bit meh, but a lot was done in 2018. Here are some of the highlights: Security Improvements: Important gameplay is now handed server-sided (should have been done like this from the start, I admit it) Traps: Bear Trap, Deadweight Trap, ……
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Wrapping up 2017

It has been some months since I last wrote an update. They were supposed to be regularily written but I didn’t get the interaction I hoped for, so I decided to put my focus on the actual implementation. It’s not that easy to find a balance between keeping an audience up to date and making…
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Update #10 – Just an update

It’s been a while since the last update! However, that doesn’t mean that Kojou development has stalled. It’s just that I had to rework the network design and make some general network additions and improvements. Kojou is using Unity’s network engine UNET which is.. well.. a little unpredictable, even more so if you are using…
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Tuesday Update #9: Some animations, more networking and still at traps

Sometimes, a video says more than a few hundred words…   What do you think? It still needs more polishing as it is a little stiff, but it does the job currently. When players die, they respawn as a ghost with limited capabilities. They can then manipulate parts of the castle to make it easier…
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Tuesday Update #8: Traps & Death

I was away on a business trip last week and additionally caught a cold, so my productivity was limited. Just kidding – I implemented network features for most of the elements that exist within the game and added three traps! Prepare to get your hide burnt!   I actually wanted to prepare a trailer (with…
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Tuesday Update #7: Sounds, Traps and Tables

For today, I actually wanted to post a short gameplay video because some things look just more awesome in movement (and with audio)! But I wanted to complete some tasks before that so it will probably happen next week.   Kojou now has some more stuff lying around that can be used as a more…
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Tuesday Update #6: Decoration

Did anyone say that building a castle was easy? Well, it’s not. The past week was spent setting up the castle layout, and also finding some nice decorative(?) stuff! This process is not finished. The castle is getting livelier and livelier though. In the first iteration, the castle was somewhat linear. I was not satisfied…
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Tuesday Update #5: Challenges & Castle Progress

First of all, I implemented a new challenge system at the start of last week. The deal with challenges is that some actions in Kojou require time, e.g. repairing the generator takes time. Now, occasionally, this waiting time is interrupted by some kind of mini game that the player has to solve within a short…
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Project Obstacles

So for a while now, I wanted to document the kind of mental obstacles that typically prevent a project from ever being completed or even being started. This record is from my own experience and of course, by no means claims to be a complete list. 😉 Most of the people I know did at…
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Tuesday Update #4: Doors&Fusebox

This week, I worked on Kojou’s energy system – a fuse box that is hidden somewhere in the castle. Upon finding the fusebox, you’ll find it is in some way broken, but can be fixed by finding and applying various items. After it has been fixed, it can be turned on, which results in various…
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